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Warning code: 00000006 will affect background survival
Our APP has integrated 3D function, in order to reduce the memory occupation of the APP in the background, we will uninstall the 3D after the APP enters the background. However, the uninstall also causes problems. When the uninstall process is executed in the background, the app will briefly trigger the background GPU rendering error warning with the error warning code: OGPUMetalError: Insufficient Permission (to submit GPU work from background) (00000006:kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted) Execution of the command buffer was aborted due to an error during execution. Insufficient Permission (to submit GPU Work from background) (00000006: kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted) excuse me this warning system will tighten APP permissions background?​ For example, limit or shorten the background survival time of the APP. In addition, will the background refresh function fail, resulting in the failure of Bluetooth Ibeacon activation?
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277
Aug ’25
ScreenCaptureKit recording output is corrupted when captureMicrophone is true
Hello everyone, I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false In this case, I get a valid, playable .mp4 file. However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off. I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem. I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream: ScreenRecorder.swift // This is my main SCStreamConfiguration private var streamConfiguration: SCStreamConfiguration { var streamConfig = SCStreamConfiguration() // ... other HDR/preset config ... // These are the problem properties streamConfig.capturesAudio = isAudioCaptureEnabled streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true streamConfig.excludesCurrentProcessAudio = false streamConfig.showsCursor = false if let region = selectedRegion, let display = currentDisplay { // My region/frame logic (works fine) let regionWidth = Int(region.frame.width) let regionHeight = Int(region.frame.height) streamConfig.width = regionWidth * scaleFactor streamConfig.height = regionHeight * scaleFactor // ... (sourceRect logic) ... } streamConfig.pixelFormat = kCVPixelFormatType_32BGRA streamConfig.colorSpaceName = CGColorSpace.sRGB streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60) return streamConfig } And here is how I'm setting up the SCRecordingOutput that writes the file: ScreenRecorder.swift private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws { let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile( in: workspaceURL, sessionIndex: sessionIndex ) let recordingConfiguration = SCRecordingOutputConfiguration() recordingConfiguration.outputURL = screeRecordingOutputURL recordingConfiguration.outputFileType = .mp4 recordingConfiguration.videoCodecType = .hevc let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self) self.recordingOutput = recordingOutput } Finally, my CaptureEngine adds these to the SCStream: CaptureEngine.swift class CaptureEngine: NSObject, @unchecked Sendable { private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? // ... (dispatch queues) ... func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) // Add outputs for raw buffers (not used for file recording) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) // Add the file recording output try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } // ... (stopCapture, etc.) ... } When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
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707
2w
Float64 (Double Precision) Support on MPS with PyTorch on Apple Silicon?
Hi everyone, This project uses PyTorch on an Apple Silicon Mac (M1/M2/etc.), and the goal is to use the MPS backend for GPU acceleration, notes Apple Developer. However, the workflow depends on Float64 (double-precision) floating-point numbers for certain computations, notes PyTorch Forums. The error "Cannot convert a MPS Tensor to float64 dtype as the MPS framework doesn't support float64. Please use float32 instead" has been encountered, notes GitHub. It seems that the MPS backend doesn't currently support Float64 for direct GPU computation. Questions for the community: Are there any known workarounds or best practices for handling Float64-dependent operations when using the MPS backend with PyTorch? For those working with high-precision tasks on Apple Silicon, what strategies are being used to balance performance with the need for Float64? Offloading to the CPU is an option, and it's of interest to know if there are any specific techniques or libraries within the Apple ecosystem that could streamline this process while aiming for optimal performance. Any insights, tips, or experiences would be appreciated. Thanks in advance, Jonaid MacBook Pro M3 Max
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491
Oct ’25
iPhone limited to 60hz frame rate
Just wondering if anyone knows what it will take to hit greater than 60hz when targeting iPhone. If I set the preferredFramesPerSecond of an MTKView to 120, it works on the iPad, but on iPhone it never goes over 60hz, even with a simple hello triangle sample app... is this a limitation of targeting iPhone?
2
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224
Sep ’25
Metal HUD Display Value Range
Can't seem to get the Metal HUD to display value range's (pre 26 Tahoe). The documented environment variable MTL_HUD_SHOW_VALUE_RANGE doesn't seem to work. https://aninterestingwebsite.com/documentation/xcode/monitoring-your-metal-apps-graphics-performance#Display-the-value-range-of-metrics Anyone having any luck?
2
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348
Sep ’25
Game Porting Toolkit installation problem
Hello, Im trying to install it following these steps https://www.applegamingwiki.com/wiki/Game_Porting_Toolkit but i get an error with 'brew install apple/apple/game-porting-toolkit' ==> tar -xf crossover-sources-22.1.1.tar.gz --include=sources/clang/* --strip-components=2 ==> cmake -G Ninja -DCMAKE_VERBOSE_MAKEFILE=Off -DCMAKE_MAKE_PROGRAM=ninja -DCMAKE_VERBOSE_MAKEFILE=On -DCMAKE_OSX_ARCHITECTUR Last 15 lines from /Users/rafael/Library/Logs/Homebrew/game-porting-toolkit-compiler/02.cmake: -DLLVM_INSTALL_TOOLCHAIN_ONLY=On -DLLVM_ENABLE_PROJECTS=clang /private/tmp/game-porting-toolkit-compiler-20250519-44600-qwrjgl/llvm CMake Error at CMakeLists.txt:3 (cmake_minimum_required): Compatibility with CMake < 3.5 has been removed from CMake. Update the VERSION argument <min> value. Or, use the <min>...<max> syntax to tell CMake that the project requires at least <min> but has been updated to work with policies introduced by <max> or earlier. Or, add -DCMAKE_POLICY_VERSION_MINIMUM=3.5 to try configuring anyway. -- Configuring incomplete, errors occurred! If reporting this issue please do so to (not Homebrew/* repositories): apple/apple MacOS 15.3.1 Thank you in advanced Regards
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575
May ’25
Pink screen on MTLCommandBuffer.presentDrawable.
I rewrote my graphics pipeline to use Load/Store better for clearing and don't care cases. All my tests pass, and in the Metal debugger, all the draw calls succeed. But when I present drawables (before [commandBuffer commit]) I only get a pink screen. I've tried everything I can think of: making sure the pixel formats are the same for the back buffer as my render targets, etc. But it's still pink. Could you point me in the right direction so I can fix this, or help describe why it's pink. That would be really helpful. Thank you, Brian Hapgood
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413
Sep ’25
How to play Vorbis/OGG files with swift?
Does anyone have a working example on how to play OGG files with swift? I've been trying for over a year now. I was able to wrap the C Vorbis library in swift. I then used it to parse an OGG file successfully. Then I was required to use Obj-C&#92;&#43;+ to fill the PCM because this method seems to only be available in C&#92;&#43;+ and that part hangs my app for a good 40 seconds to several minutes depending on the audio file, it then plays for about 2 seconds and then crashes. I can't get the examples on the Vorbis site to work in objective-c and i tried every example on github I could find (most of which are for iOS - I want to play the files on mac) I also tried using Cricket Audio framework below. https://github.com/sjmerel/ck It has a swift example and it can play their proprietary soundbank format but it is also supposed to play OGG and it just doesn't do anything when trying to play OGG as you can see in the posted issue https://github.com/sjmerel/ck/issues/3 Right now I believe every player that can play OGGs on mac is written in Objective-C or C++. Anyway, any help/advice is appreciated. OGG format is very prevalent in the gaming community. I could use unity, which I believe plays oggs through the mono framework but I really really want to stay in swift.
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4.4k
Jul ’25
xCode26.x Metal4 classes do not compile
Hi, I am using xCode26.x. But my Metal4 classes are not compiling. I downloaded the sample code from Apple's website - https://aninterestingwebsite.com/documentation/Metal/processing-a-texture-in-a-compute-function. For example, I am getting errors like "Cannot find protocol declaration for 'MTL4CommandQueue'; I have hit a deadline. Any recommendations are very welcome. I have downloaded the Metal Tool chain. When I run the following commands on the terminal - xcodebuild -showComponent metalToolchain ; xcrun -f metal ; xcrun metal --version I get the following response - Asset Path: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/86fbaf7b114a899754307896c0bfd52ffbf4fded.asset/AssetData Build Version: 17A321 Status: installed Toolchain Identifier: com.apple.dt.toolchain.Metal.32023 Toolchain Search Path: /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded/Metal.xctoolchain/usr/bin/metal Apple metal version 32023.830 (metalfe-32023.830.2) Target: air64-apple-darwin24.6.0 Thread model: posix InstalledDir: /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded/Metal.xctoolchain/usr/metal/current/bin
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1.2k
Jan ’26
RealityKit migration
Hey there, I’m currently planning to use RealityKit in a new multiplatform app I’m building. Unfortunately, I noticed that WatchOS is not supported for RealityKit, while SceneKit is getting deprecated. However, I’d like to maintain the same codebase across platforms. What are my options?
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537
Oct ’25
SceneKit minimumPointScreenSpaceRadius not work
In the SceneKit framework, I want to render a point cloud and need to set the minimumPointScreenSpaceRadius property of the SCNGeometryElement class, but it doesn't work. I searched for related issues on the Internet, but didn't get a final solution. Here is my code: - (SCNGeometry *)createGeometryWithVector3Data:(NSData *)vData colorData: (NSData * _Nullable)cData{ int stride = sizeof(SCNVector3); long count = vData.length / stride; SCNGeometrySource *dataSource = [SCNGeometrySource geometrySourceWithData:vData semantic:SCNGeometrySourceSemanticVertex vectorCount:count floatComponents:YES componentsPerVector:3 bytesPerComponent:sizeof(float) dataOffset:0 dataStride:stride]; SCNGeometryElement *element = [SCNGeometryElement geometryElementWithData:nil primitiveType:SCNGeometryPrimitiveTypePoint primitiveCount:count bytesPerIndex:sizeof(int)]; element.minimumPointScreenSpaceRadius = 1.0; // not work element.maximumPointScreenSpaceRadius = 20.0; SCNGeometry *pointCloudGeometry; SCNGeometrySource *colorSource; if (cData && cData.length != 0) { colorSource = [SCNGeometrySource geometrySourceWithData:cData semantic:SCNGeometrySourceSemanticColor vectorCount:count floatComponents:YES componentsPerVector:3 bytesPerComponent:sizeof(float) dataOffset:0 dataStride:stride]; pointCloudGeometry = [SCNGeometry geometryWithSources:@[dataSource, colorSource] elements:@[element]]; } else { pointCloudGeometry = [SCNGeometry geometryWithSources:@[dataSource] elements:@[element]]; } return pointCloudGeometry; }
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325
Apr ’25
Metal 4: When is it ok to dealloc a MTLBuffer's memory
I have something like this drawing in an MTKView (see at bottom). I am finding it difficult to figure out when can the Swift-land resources used in making the MTLBuffer(s) be released? Below, for example, is it ok if args goes out of scope (or is otherwise deallocated) at point 1, 2, or 3? Or perhaps even earlier, as soon as argsBuffer has been created? I have been reading through various articles such as Setting resource storage modes Choosing a resource storage mode for Apple GPUs Copying data to a private resource but it's a lot to absorb and I haven't been really able to find an authoritative description of the required lifetime of the resources in CPU land. I should mention that this is Metal 4 code. In previous versions of Metal, the MTLCommandBuffer had the ability to add a completion handler to be called by the GPU after it has finished running the commands in the buffer but in Metal 4 there is no such thing (it it were even needed for the purpose I am interested in). Any advice and/or pointers to the definitive literature will be appreciated. guard let argsBuffer = device.makeBuffer(bytes: &args,... argumentTable.setAddress(argsBuffer.gpuAddress, ... encoder.setArgumentTable(argumentTable, stages: .vertex) // encode drawing renderEncoder.draw... ... encoder.endEncoding() // 1 commandBuffer.endCommandBuffer() // 2 commandQueue.waitForDrawable(drawable) commandQueue.commit([commandBuffer]) // 3 commandQueue.signalDrawable(drawable) drawable.present()
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240
Jan ’26
GameKit Leaderboards not working in iOS 26.2
Leaderboards working fine in iOS 26.1 but seem to be broken in 26.2 and also in the 26.3 developer beta. Players cannot submit scores and neither can they view scores on Apple's default leaderboards. Custom leaderboards that rely on pulling information using GameKit APIs also fail. Is there a workaround or patch for this?
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516
Jan ’26
Fullscreen detection using Core Graphic
Hi, I am trying to detect if all the screen are in fullscreen mode. The current approach is to get all windows' information from CGWindowListCopyWindowInfo and then compare the frame and coordinate with the frame of NSScreen.screens. However, there is a problem, the y position of the window seems to be relative to the screen. As it is not absolute position, I cannot compare it with the coordinate of the screen. Does anyone know if there are other information that I can use? Or is there a way to retrieve the absolute position or screen ID from the GCWIndow object?
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221
Apr ’25
RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
I'm converting my game from SceneKit to RealityKit. It has a SpriteKit overlay that according to Explore advanced rendering with RealityKit 2 I can add with the code below. The code runs fine if the SKScene only contains a SKSpriteNode (see the commented out line), but when I add a SKShapeNode with a fillColor instead, the app crashes with this error: -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation MTLDepthStencilDescriptor uses frontFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture MTLDepthStencilDescriptor uses backFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture ' I don't know enough about low-level graphics and stencils yet to figure out a quick solution, so I would appreciate if anyone could share an easy fix or explanation of what's wrong. Thanks! class ViewController: NSViewController { var device: MTLDevice! var renderer: SKRenderer! override func loadView() { let arView = ARView(frame: NSScreen.main!.frame) view = arView arView.renderCallbacks.prepareWithDevice = { [weak self] device in guard let self = self else { return } self.device = device renderer = SKRenderer(device: MTLCreateSystemDefaultDevice()!) let scene = SKScene() let shape = SKShapeNode(rectOf: CGSize(width: 10, height: 10)) shape.fillColor = .red scene.addChild(shape) // scene.addChild(SKSpriteNode(color: .red, size: CGSize(width: 10, height: 10))) renderer.scene = scene } arView.renderCallbacks.postProcess = { [weak self] context in guard let self = self else { return } let encoder = context.commandBuffer.makeBlitCommandEncoder() encoder?.copy(from: context.sourceColorTexture, to: context.targetColorTexture) encoder?.endEncoding() renderer.update(atTime: context.time) let descriptor = MTLRenderPassDescriptor() descriptor.colorAttachments[0].loadAction = .load descriptor.colorAttachments[0].storeAction = .store descriptor.colorAttachments[0].texture = context.targetColorTexture renderer.render(withViewport: CGRect(x: 0, y: 0, width: context.targetColorTexture.width, height: context.targetColorTexture.height), commandBuffer: context.commandBuffer, renderPassDescriptor: descriptor) } } }
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973
Mar ’26
Highlight or select entity in RealityKit
I'm in the process of converting my SceneKit game to RealityKit. In SceneKit I used to be able to mark nodes as selected by setting SCNMaterial.emission with a custom color. I can do the same with PhysicallyBasedMaterial.emissiveColor, but I'd like to keep my entitities unaffected by the scene lights by using UnlitMaterial. In SceneKit I can set a category mask to indicate what light should affect what node, but there doesn't seem to be such a thing in RealityKit. So at the moment it seems like I have to choose between being able to mark an entity as selected, or having entities unaffected by lighting, but not both. Is there some effect or component I can use to mark entities as selected by applying some coloring regardless of the material used?
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209
Mar ’26
Embedded links not clickable in PDFs for iOS devices
I have a SPFx React application where I am printing the HTML page content using the javascript default window.print() functionality. Once I save the page as pdf from the print preview window and open it using Adobe Acrobat, the links(for eg -> Google) within the content are not clickable and appearing as plain text. I have tried to print random pages post searching with any keywords in Google and saved the files as pdfs, but, unfortunately, the links are still not clickable there as well. To check whether it is an Adobe Acrobat issue, I have performed the same print functionality from Android devices and shared the pdf file across the iOS devices and in that case, when opened using Adobe Acrobat, the links are appearing to be clickable. I am wondering whether it is something related to how the default print functionality works for iPadOS and iOS devices. Any insights on this would be really helpful. Thanks!!! Note: The links are clickable for MacOS as well as for Windows. #ios #ipados #javascript #spfx #react
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148
May ’25
TapGesture stops responding on ViewAttachmentComponent after disabling or removing and re-adding the Entity (visionOS 26)
Issue When an Entity with a ViewAttachmentComponent is: disabled using isEnabled = false removed using removeFromParent() and then enabled or added back again, the attached SwiftUI view is rendered correctly, but tap interactions stop working. Specifically: Button actions inside the attached view do not fire TapGesture closures on child views do not respond Expected Behavior Tap interactions inside the attached view should continue to work after the Entity is re-enabled or re-added. Actual Behavior After being disabled or removed once, all tap interactions stop responding. Comparison When displaying the same SwiftUI view using RealityViewAttachments, this issue does not occur. Removing and re-displaying the attachment still allows taps to work correctly. Reproduction Attached sample code reproduces the issue: A RealityView with an Entity that has a ViewAttachmentComponent The attached SwiftUI view contains a Toggle The toggle updates isEnabled on the Entity After toggling off and on, tap interactions stop responding Environment Xcode 26 visionOS 26 Question Is this expected behavior of ViewAttachmentComponent, or a bug? Is there a recommended way to temporarily hide or disable an Entity with ViewAttachmentComponent without breaking tap interactions? import SwiftUI import RealityKit struct GestureTestView: View { @State var sampleEnabled = true @State var sampleEntity: Entity? var body: some View { RealityView { contents, attachments in // After deleting and re-displaying it, taps no longer respond. let sample = Entity(components: ViewAttachmentComponent(rootView: SampleView())) // Executed successfully //let sample = attachments.entity(for: "SampleView")! contents.add(sample) sample.position = [0, 1.2, -1] sampleEntity = sample let toggleButton = Entity(components: ViewAttachmentComponent(rootView: ToggleButtonView(isOn: $sampleEnabled))) contents.add(toggleButton) toggleButton.position = [0, 1, -1] } update: { _, _ in // run update closure print(sampleEnabled) // update sample entity enable sampleEntity?.isEnabled = sampleEnabled } attachments: { Attachment(id: "SampleView") { SampleView() } } } } struct ToggleButtonView: View { @Binding var isOn: Bool var body: some View { VStack { Toggle(isOn: $isOn) { Text("Toggle") } } .padding() .glassBackgroundEffect() } } struct SampleView: View { var body: some View { VStack { Button { print("Hello, World!") } label: { Text("Hello, World!") .padding() } } .padding() .glassBackgroundEffect() } } #Preview(immersionStyle: .mixed) { GestureTestView() }
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548
Jan ’26
Many CGECreateKeyboardEvent in quick succession causing function and dictation buttons to be pressed?
Hi! I hope everyone reading is doing well. I am working on developing a reinforcement learning agent that involves sending scan codes to a window, which I've been doing by sending virtual scan codes with CGEventCreateKeyboardEvent per the docs. There is no event source when I send the keyboard events. However, when many keyboard events are happening (with the keys 'q', 'w', 'e', 'r', 'f', 'd', 's', space, arrow keys) in quick succession (<250ms), the enable dictation popup or the function button emojis popup appear for seemingly no reason. I have verified that I am using the correct scan codes for these keypresses, so I am wondering what else could cause this to happen. It is as if I am choosing to press f5 or fn. It does not happen when 'a' is the only button being pressed in quick succession. One thing that I have not been able to easily find is the scan code inputs for dictation nor the function button. do these scan codes overlap somehow? Thank you all for the help! Hunter
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599
Jan ’26
Warning code: 00000006 will affect background survival
Our APP has integrated 3D function, in order to reduce the memory occupation of the APP in the background, we will uninstall the 3D after the APP enters the background. However, the uninstall also causes problems. When the uninstall process is executed in the background, the app will briefly trigger the background GPU rendering error warning with the error warning code: OGPUMetalError: Insufficient Permission (to submit GPU work from background) (00000006:kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted) Execution of the command buffer was aborted due to an error during execution. Insufficient Permission (to submit GPU Work from background) (00000006: kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted) excuse me this warning system will tighten APP permissions background?​ For example, limit or shorten the background survival time of the APP. In addition, will the background refresh function fail, resulting in the failure of Bluetooth Ibeacon activation?
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277
Activity
Aug ’25
ScreenCaptureKit recording output is corrupted when captureMicrophone is true
Hello everyone, I'm working on a screen recording app using ScreenCaptureKit and I've hit a strange issue. My app records the screen to an .mp4 file, and everything works perfectly until the .captureMicrophone is false In this case, I get a valid, playable .mp4 file. However, as soon as I try to enable the microphone by setting streamConfig.captureMicrophone = true, the recording seems to work, but the final .mp4 file is corrupted and cannot be played by QuickTime or any other player. This happens whether capturesAudio (app audio) is on or off. I've already added the "Privacy - Microphone Usage Description" (NSMicrophoneUsageDescription) to my Info.plist, so I don't think it's a permissions problem. I have my logic split into a ScreenRecorder class that manages state and a CaptureEngine that handles the SCStream. Here is how I'm configuring my SCStream: ScreenRecorder.swift // This is my main SCStreamConfiguration private var streamConfiguration: SCStreamConfiguration { var streamConfig = SCStreamConfiguration() // ... other HDR/preset config ... // These are the problem properties streamConfig.capturesAudio = isAudioCaptureEnabled streamConfig.captureMicrophone = isMicCaptureEnabled // breaks it if true streamConfig.excludesCurrentProcessAudio = false streamConfig.showsCursor = false if let region = selectedRegion, let display = currentDisplay { // My region/frame logic (works fine) let regionWidth = Int(region.frame.width) let regionHeight = Int(region.frame.height) streamConfig.width = regionWidth * scaleFactor streamConfig.height = regionHeight * scaleFactor // ... (sourceRect logic) ... } streamConfig.pixelFormat = kCVPixelFormatType_32BGRA streamConfig.colorSpaceName = CGColorSpace.sRGB streamConfig.minimumFrameInterval = CMTime(value: 1, timescale: 60) return streamConfig } And here is how I'm setting up the SCRecordingOutput that writes the file: ScreenRecorder.swift private func initRecordingOutput(for region: ScreenPickerManager.SelectedRegion) throws { let screeRecordingOutputURL = try RecordingWorkspace.createScreenRecordingVideoFile( in: workspaceURL, sessionIndex: sessionIndex ) let recordingConfiguration = SCRecordingOutputConfiguration() recordingConfiguration.outputURL = screeRecordingOutputURL recordingConfiguration.outputFileType = .mp4 recordingConfiguration.videoCodecType = .hevc let recordingOutput = SCRecordingOutput(configuration: recordingConfiguration, delegate: self) self.recordingOutput = recordingOutput } Finally, my CaptureEngine adds these to the SCStream: CaptureEngine.swift class CaptureEngine: NSObject, @unchecked Sendable { private(set) var stream: SCStream? private var streamOutput: CaptureEngineStreamOutput? // ... (dispatch queues) ... func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws { let streamOutput = CaptureEngineStreamOutput() self.streamOutput = streamOutput do { stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput) // Add outputs for raw buffers (not used for file recording) try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue) try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue) // Add the file recording output try stream?.addRecordingOutput(recordingOutput) try await stream?.startCapture() } catch { logger.error("Failed to start capture: \(error.localizedDescription)") throw error } } // ... (stopCapture, etc.) ... } When I had the .captureMicrophone value to be false, I get a perfect .mp4 video playable everywhere, however, when its true, I am getting corrupted video which doesn't play at all :-
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707
Activity
2w
Float64 (Double Precision) Support on MPS with PyTorch on Apple Silicon?
Hi everyone, This project uses PyTorch on an Apple Silicon Mac (M1/M2/etc.), and the goal is to use the MPS backend for GPU acceleration, notes Apple Developer. However, the workflow depends on Float64 (double-precision) floating-point numbers for certain computations, notes PyTorch Forums. The error "Cannot convert a MPS Tensor to float64 dtype as the MPS framework doesn't support float64. Please use float32 instead" has been encountered, notes GitHub. It seems that the MPS backend doesn't currently support Float64 for direct GPU computation. Questions for the community: Are there any known workarounds or best practices for handling Float64-dependent operations when using the MPS backend with PyTorch? For those working with high-precision tasks on Apple Silicon, what strategies are being used to balance performance with the need for Float64? Offloading to the CPU is an option, and it's of interest to know if there are any specific techniques or libraries within the Apple ecosystem that could streamline this process while aiming for optimal performance. Any insights, tips, or experiences would be appreciated. Thanks in advance, Jonaid MacBook Pro M3 Max
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2
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1
Views
491
Activity
Oct ’25
iPhone limited to 60hz frame rate
Just wondering if anyone knows what it will take to hit greater than 60hz when targeting iPhone. If I set the preferredFramesPerSecond of an MTKView to 120, it works on the iPad, but on iPhone it never goes over 60hz, even with a simple hello triangle sample app... is this a limitation of targeting iPhone?
Replies
2
Boosts
0
Views
224
Activity
Sep ’25
Metal HUD Display Value Range
Can't seem to get the Metal HUD to display value range's (pre 26 Tahoe). The documented environment variable MTL_HUD_SHOW_VALUE_RANGE doesn't seem to work. https://aninterestingwebsite.com/documentation/xcode/monitoring-your-metal-apps-graphics-performance#Display-the-value-range-of-metrics Anyone having any luck?
Replies
2
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0
Views
348
Activity
Sep ’25
Game Porting Toolkit installation problem
Hello, Im trying to install it following these steps https://www.applegamingwiki.com/wiki/Game_Porting_Toolkit but i get an error with 'brew install apple/apple/game-porting-toolkit' ==> tar -xf crossover-sources-22.1.1.tar.gz --include=sources/clang/* --strip-components=2 ==> cmake -G Ninja -DCMAKE_VERBOSE_MAKEFILE=Off -DCMAKE_MAKE_PROGRAM=ninja -DCMAKE_VERBOSE_MAKEFILE=On -DCMAKE_OSX_ARCHITECTUR Last 15 lines from /Users/rafael/Library/Logs/Homebrew/game-porting-toolkit-compiler/02.cmake: -DLLVM_INSTALL_TOOLCHAIN_ONLY=On -DLLVM_ENABLE_PROJECTS=clang /private/tmp/game-porting-toolkit-compiler-20250519-44600-qwrjgl/llvm CMake Error at CMakeLists.txt:3 (cmake_minimum_required): Compatibility with CMake < 3.5 has been removed from CMake. Update the VERSION argument <min> value. Or, use the <min>...<max> syntax to tell CMake that the project requires at least <min> but has been updated to work with policies introduced by <max> or earlier. Or, add -DCMAKE_POLICY_VERSION_MINIMUM=3.5 to try configuring anyway. -- Configuring incomplete, errors occurred! If reporting this issue please do so to (not Homebrew/* repositories): apple/apple MacOS 15.3.1 Thank you in advanced Regards
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575
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May ’25
Pink screen on MTLCommandBuffer.presentDrawable.
I rewrote my graphics pipeline to use Load/Store better for clearing and don't care cases. All my tests pass, and in the Metal debugger, all the draw calls succeed. But when I present drawables (before [commandBuffer commit]) I only get a pink screen. I've tried everything I can think of: making sure the pixel formats are the same for the back buffer as my render targets, etc. But it's still pink. Could you point me in the right direction so I can fix this, or help describe why it's pink. That would be really helpful. Thank you, Brian Hapgood
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413
Activity
Sep ’25
findNavigator
How can I paste a string to the findNavigator of a TextEditor ?
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794
Activity
Dec ’25
How to play Vorbis/OGG files with swift?
Does anyone have a working example on how to play OGG files with swift? I've been trying for over a year now. I was able to wrap the C Vorbis library in swift. I then used it to parse an OGG file successfully. Then I was required to use Obj-C&#92;&#43;+ to fill the PCM because this method seems to only be available in C&#92;&#43;+ and that part hangs my app for a good 40 seconds to several minutes depending on the audio file, it then plays for about 2 seconds and then crashes. I can't get the examples on the Vorbis site to work in objective-c and i tried every example on github I could find (most of which are for iOS - I want to play the files on mac) I also tried using Cricket Audio framework below. https://github.com/sjmerel/ck It has a swift example and it can play their proprietary soundbank format but it is also supposed to play OGG and it just doesn't do anything when trying to play OGG as you can see in the posted issue https://github.com/sjmerel/ck/issues/3 Right now I believe every player that can play OGGs on mac is written in Objective-C or C++. Anyway, any help/advice is appreciated. OGG format is very prevalent in the gaming community. I could use unity, which I believe plays oggs through the mono framework but I really really want to stay in swift.
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4.4k
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Jul ’25
xCode26.x Metal4 classes do not compile
Hi, I am using xCode26.x. But my Metal4 classes are not compiling. I downloaded the sample code from Apple's website - https://aninterestingwebsite.com/documentation/Metal/processing-a-texture-in-a-compute-function. For example, I am getting errors like "Cannot find protocol declaration for 'MTL4CommandQueue'; I have hit a deadline. Any recommendations are very welcome. I have downloaded the Metal Tool chain. When I run the following commands on the terminal - xcodebuild -showComponent metalToolchain ; xcrun -f metal ; xcrun metal --version I get the following response - Asset Path: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/86fbaf7b114a899754307896c0bfd52ffbf4fded.asset/AssetData Build Version: 17A321 Status: installed Toolchain Identifier: com.apple.dt.toolchain.Metal.32023 Toolchain Search Path: /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded/Metal.xctoolchain/usr/bin/metal Apple metal version 32023.830 (metalfe-32023.830.2) Target: air64-apple-darwin24.6.0 Thread model: posix InstalledDir: /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded/Metal.xctoolchain/usr/metal/current/bin
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1.2k
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Jan ’26
RealityKit migration
Hey there, I’m currently planning to use RealityKit in a new multiplatform app I’m building. Unfortunately, I noticed that WatchOS is not supported for RealityKit, while SceneKit is getting deprecated. However, I’d like to maintain the same codebase across platforms. What are my options?
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537
Activity
Oct ’25
SceneKit minimumPointScreenSpaceRadius not work
In the SceneKit framework, I want to render a point cloud and need to set the minimumPointScreenSpaceRadius property of the SCNGeometryElement class, but it doesn't work. I searched for related issues on the Internet, but didn't get a final solution. Here is my code: - (SCNGeometry *)createGeometryWithVector3Data:(NSData *)vData colorData: (NSData * _Nullable)cData{ int stride = sizeof(SCNVector3); long count = vData.length / stride; SCNGeometrySource *dataSource = [SCNGeometrySource geometrySourceWithData:vData semantic:SCNGeometrySourceSemanticVertex vectorCount:count floatComponents:YES componentsPerVector:3 bytesPerComponent:sizeof(float) dataOffset:0 dataStride:stride]; SCNGeometryElement *element = [SCNGeometryElement geometryElementWithData:nil primitiveType:SCNGeometryPrimitiveTypePoint primitiveCount:count bytesPerIndex:sizeof(int)]; element.minimumPointScreenSpaceRadius = 1.0; // not work element.maximumPointScreenSpaceRadius = 20.0; SCNGeometry *pointCloudGeometry; SCNGeometrySource *colorSource; if (cData && cData.length != 0) { colorSource = [SCNGeometrySource geometrySourceWithData:cData semantic:SCNGeometrySourceSemanticColor vectorCount:count floatComponents:YES componentsPerVector:3 bytesPerComponent:sizeof(float) dataOffset:0 dataStride:stride]; pointCloudGeometry = [SCNGeometry geometryWithSources:@[dataSource, colorSource] elements:@[element]]; } else { pointCloudGeometry = [SCNGeometry geometryWithSources:@[dataSource] elements:@[element]]; } return pointCloudGeometry; }
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325
Activity
Apr ’25
Metal 4: When is it ok to dealloc a MTLBuffer's memory
I have something like this drawing in an MTKView (see at bottom). I am finding it difficult to figure out when can the Swift-land resources used in making the MTLBuffer(s) be released? Below, for example, is it ok if args goes out of scope (or is otherwise deallocated) at point 1, 2, or 3? Or perhaps even earlier, as soon as argsBuffer has been created? I have been reading through various articles such as Setting resource storage modes Choosing a resource storage mode for Apple GPUs Copying data to a private resource but it's a lot to absorb and I haven't been really able to find an authoritative description of the required lifetime of the resources in CPU land. I should mention that this is Metal 4 code. In previous versions of Metal, the MTLCommandBuffer had the ability to add a completion handler to be called by the GPU after it has finished running the commands in the buffer but in Metal 4 there is no such thing (it it were even needed for the purpose I am interested in). Any advice and/or pointers to the definitive literature will be appreciated. guard let argsBuffer = device.makeBuffer(bytes: &args,... argumentTable.setAddress(argsBuffer.gpuAddress, ... encoder.setArgumentTable(argumentTable, stages: .vertex) // encode drawing renderEncoder.draw... ... encoder.endEncoding() // 1 commandBuffer.endCommandBuffer() // 2 commandQueue.waitForDrawable(drawable) commandQueue.commit([commandBuffer]) // 3 commandQueue.signalDrawable(drawable) drawable.present()
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240
Activity
Jan ’26
GameKit Leaderboards not working in iOS 26.2
Leaderboards working fine in iOS 26.1 but seem to be broken in 26.2 and also in the 26.3 developer beta. Players cannot submit scores and neither can they view scores on Apple's default leaderboards. Custom leaderboards that rely on pulling information using GameKit APIs also fail. Is there a workaround or patch for this?
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516
Activity
Jan ’26
Fullscreen detection using Core Graphic
Hi, I am trying to detect if all the screen are in fullscreen mode. The current approach is to get all windows' information from CGWindowListCopyWindowInfo and then compare the frame and coordinate with the frame of NSScreen.screens. However, there is a problem, the y position of the window seems to be relative to the screen. As it is not absolute position, I cannot compare it with the coordinate of the screen. Does anyone know if there are other information that I can use? Or is there a way to retrieve the absolute position or screen ID from the GCWIndow object?
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221
Activity
Apr ’25
RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
I'm converting my game from SceneKit to RealityKit. It has a SpriteKit overlay that according to Explore advanced rendering with RealityKit 2 I can add with the code below. The code runs fine if the SKScene only contains a SKSpriteNode (see the commented out line), but when I add a SKShapeNode with a fillColor instead, the app crashes with this error: -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation MTLDepthStencilDescriptor uses frontFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture MTLDepthStencilDescriptor uses backFaceStencil but MTLRenderPassDescriptor has a nil stencilAttachment texture ' I don't know enough about low-level graphics and stencils yet to figure out a quick solution, so I would appreciate if anyone could share an easy fix or explanation of what's wrong. Thanks! class ViewController: NSViewController { var device: MTLDevice! var renderer: SKRenderer! override func loadView() { let arView = ARView(frame: NSScreen.main!.frame) view = arView arView.renderCallbacks.prepareWithDevice = { [weak self] device in guard let self = self else { return } self.device = device renderer = SKRenderer(device: MTLCreateSystemDefaultDevice()!) let scene = SKScene() let shape = SKShapeNode(rectOf: CGSize(width: 10, height: 10)) shape.fillColor = .red scene.addChild(shape) // scene.addChild(SKSpriteNode(color: .red, size: CGSize(width: 10, height: 10))) renderer.scene = scene } arView.renderCallbacks.postProcess = { [weak self] context in guard let self = self else { return } let encoder = context.commandBuffer.makeBlitCommandEncoder() encoder?.copy(from: context.sourceColorTexture, to: context.targetColorTexture) encoder?.endEncoding() renderer.update(atTime: context.time) let descriptor = MTLRenderPassDescriptor() descriptor.colorAttachments[0].loadAction = .load descriptor.colorAttachments[0].storeAction = .store descriptor.colorAttachments[0].texture = context.targetColorTexture renderer.render(withViewport: CGRect(x: 0, y: 0, width: context.targetColorTexture.width, height: context.targetColorTexture.height), commandBuffer: context.commandBuffer, renderPassDescriptor: descriptor) } } }
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Activity
Mar ’26
Highlight or select entity in RealityKit
I'm in the process of converting my SceneKit game to RealityKit. In SceneKit I used to be able to mark nodes as selected by setting SCNMaterial.emission with a custom color. I can do the same with PhysicallyBasedMaterial.emissiveColor, but I'd like to keep my entitities unaffected by the scene lights by using UnlitMaterial. In SceneKit I can set a category mask to indicate what light should affect what node, but there doesn't seem to be such a thing in RealityKit. So at the moment it seems like I have to choose between being able to mark an entity as selected, or having entities unaffected by lighting, but not both. Is there some effect or component I can use to mark entities as selected by applying some coloring regardless of the material used?
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209
Activity
Mar ’26
Embedded links not clickable in PDFs for iOS devices
I have a SPFx React application where I am printing the HTML page content using the javascript default window.print() functionality. Once I save the page as pdf from the print preview window and open it using Adobe Acrobat, the links(for eg -> Google) within the content are not clickable and appearing as plain text. I have tried to print random pages post searching with any keywords in Google and saved the files as pdfs, but, unfortunately, the links are still not clickable there as well. To check whether it is an Adobe Acrobat issue, I have performed the same print functionality from Android devices and shared the pdf file across the iOS devices and in that case, when opened using Adobe Acrobat, the links are appearing to be clickable. I am wondering whether it is something related to how the default print functionality works for iPadOS and iOS devices. Any insights on this would be really helpful. Thanks!!! Note: The links are clickable for MacOS as well as for Windows. #ios #ipados #javascript #spfx #react
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148
Activity
May ’25
TapGesture stops responding on ViewAttachmentComponent after disabling or removing and re-adding the Entity (visionOS 26)
Issue When an Entity with a ViewAttachmentComponent is: disabled using isEnabled = false removed using removeFromParent() and then enabled or added back again, the attached SwiftUI view is rendered correctly, but tap interactions stop working. Specifically: Button actions inside the attached view do not fire TapGesture closures on child views do not respond Expected Behavior Tap interactions inside the attached view should continue to work after the Entity is re-enabled or re-added. Actual Behavior After being disabled or removed once, all tap interactions stop responding. Comparison When displaying the same SwiftUI view using RealityViewAttachments, this issue does not occur. Removing and re-displaying the attachment still allows taps to work correctly. Reproduction Attached sample code reproduces the issue: A RealityView with an Entity that has a ViewAttachmentComponent The attached SwiftUI view contains a Toggle The toggle updates isEnabled on the Entity After toggling off and on, tap interactions stop responding Environment Xcode 26 visionOS 26 Question Is this expected behavior of ViewAttachmentComponent, or a bug? Is there a recommended way to temporarily hide or disable an Entity with ViewAttachmentComponent without breaking tap interactions? import SwiftUI import RealityKit struct GestureTestView: View { @State var sampleEnabled = true @State var sampleEntity: Entity? var body: some View { RealityView { contents, attachments in // After deleting and re-displaying it, taps no longer respond. let sample = Entity(components: ViewAttachmentComponent(rootView: SampleView())) // Executed successfully //let sample = attachments.entity(for: "SampleView")! contents.add(sample) sample.position = [0, 1.2, -1] sampleEntity = sample let toggleButton = Entity(components: ViewAttachmentComponent(rootView: ToggleButtonView(isOn: $sampleEnabled))) contents.add(toggleButton) toggleButton.position = [0, 1, -1] } update: { _, _ in // run update closure print(sampleEnabled) // update sample entity enable sampleEntity?.isEnabled = sampleEnabled } attachments: { Attachment(id: "SampleView") { SampleView() } } } } struct ToggleButtonView: View { @Binding var isOn: Bool var body: some View { VStack { Toggle(isOn: $isOn) { Text("Toggle") } } .padding() .glassBackgroundEffect() } } struct SampleView: View { var body: some View { VStack { Button { print("Hello, World!") } label: { Text("Hello, World!") .padding() } } .padding() .glassBackgroundEffect() } } #Preview(immersionStyle: .mixed) { GestureTestView() }
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Jan ’26
Many CGECreateKeyboardEvent in quick succession causing function and dictation buttons to be pressed?
Hi! I hope everyone reading is doing well. I am working on developing a reinforcement learning agent that involves sending scan codes to a window, which I've been doing by sending virtual scan codes with CGEventCreateKeyboardEvent per the docs. There is no event source when I send the keyboard events. However, when many keyboard events are happening (with the keys 'q', 'w', 'e', 'r', 'f', 'd', 's', space, arrow keys) in quick succession (<250ms), the enable dictation popup or the function button emojis popup appear for seemingly no reason. I have verified that I am using the correct scan codes for these keypresses, so I am wondering what else could cause this to happen. It is as if I am choosing to press f5 or fn. It does not happen when 'a' is the only button being pressed in quick succession. One thing that I have not been able to easily find is the scan code inputs for dictation nor the function button. do these scan codes overlap somehow? Thank you all for the help! Hunter
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Jan ’26